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  #81  
Old April 24th, 2003, 02:21 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.07.00 of Adamant Mod has been released. Colony Tech mod ideas from Ekolis have been added to the mod. Now, you must select the appropriate racial trait based off of your homeworld type. Taking an extra is considered cheating.
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  #82  
Old April 30th, 2003, 06:12 PM

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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

how you have personalized the resource gathering facilities based on what your advanced traits are very cool

I was wondering if this might be a cool idea for your mod...

Based on the Evolutionary Development...

Organic Fighter Bays, and Fighters,
And Organic Drone Launchers and Organic Drones

You could do the same with the Paradigm ( Good speakers ) and the other areas....

Would be cool...

But just an idea.

And this thread fell to the second page..
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  #83  
Old April 30th, 2003, 08:44 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

There are already Organic fighters and fighter bays (and Magic ones too). Organic drones and such will follow later when I work on the mod again.
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  #84  
Old May 1st, 2003, 08:14 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.08.00 of Adamant Mod has been released. Added mounts for other vehicle types. Increased cost of Resupply Depot to 18000/9000/9000, and then added 10 levels available with Industry with decreasing costs. Changed names of various facilities.
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  #85  
Old May 3rd, 2003, 06:32 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.09.00 of Adamant Mod has been released. Created Projectile Weapons technology field. There are 10 different weapons, each with a 2 dimensional tech grid of 10 levels each dimension. ~5 MB comps file!
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  #86  
Old May 4th, 2003, 01:05 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

If anyone wants to test out the new Projectile Weapons (not in comparison to other weapons, but compared to the armor, shields, etc. and to each other), that would be most appreciated.
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  #87  
Old May 4th, 2003, 01:34 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

gee I just D/L .008
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  #88  
Old May 5th, 2003, 09:16 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

That's why I have the data only zip file.
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  #89  
Old May 5th, 2003, 11:50 PM

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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Fryon, fantastic work.

I like your Vehicle and Component Progressions… And I am learning from them.

Actually I/we like everything.

Storm n Pat (my son) and I are going to start another multiplayer LAN game with this Mod in a few weeks. He has been taunting me now since you Posted v.08 for a LAN game.

EDIT: Actually I just stood corrected, "v.07"

[ May 05, 2003, 23:06: Message edited by: JLS ]
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  #90  
Old May 6th, 2003, 12:01 AM

Strom n Pat Strom n Pat is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I think my Dads mod is good.

Yours is much more fun

[ May 05, 2003, 23:05: Message edited by: Strom n Pat ]
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